2a4 and 2a5 done

This commit is contained in:
Alexander Munch-Hansen 2019-02-21 14:34:53 +01:00
parent 6da0efe753
commit 22189304ca
25 changed files with 22377 additions and 104 deletions

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Shader "AR/StylizedPenguin" {
Properties {
_MainTex ("Penguin Texture", 2D) = "white" {}
}
SubShader{
Tags { "RenderType" = "Opaque" }
Pass {
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
fixed4 _Color;
struct Input {
float4 position : POSITION;
float4 color : COLOR;
float2 coord : TEXCOORD0;
half3 normal : NORMAL;
};
struct VertexToFragment {
float4 position : SV_POSITION;
float4 color : COLOR;
float2 coord : TEXCOORD0;
half3 normal : NORMAL;
};
VertexToFragment vert(Input IN) {
VertexToFragment OUT;
OUT.position = UnityObjectToClipPos( IN.position);
OUT.color = IN.color;
OUT.coord = IN.coord;
OUT.normal = UnityObjectToWorldNormal(IN.normal);
return OUT;
}
sampler2D _MainTex;
float2 _NoiseVector;
fixed4 frag(VertexToFragment IN) : SV_Target {
half4 c = tex2D(_MainTex, IN.coord);
float3 forward = mul((float3x3)unity_CameraToWorld, float3(0,0,1));
if (dot(normalize(forward), normalize(-1*IN.normal)) < 0.55) {
c.rgb = float3(0,0,0);
} else {
c.rgb = float3(255,255,255);
}
float rand = frac(sin(dot(IN.position, _NoiseVector)) * 43758.5453);
if (rand < 0.03) {
if (c.r == 0) {
c.rgb = float3(255, 255, 255);
} else {
c.rgb = float3(0,0,0);
}
}
return c;
}
ENDCG
}
}
}

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@ -0,0 +1,44 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using OpenCVForUnity.CoreModule;
using OpenCVForUnity.ImgprocModule;
using Vuforia;
public class StylizedScript : MonoBehaviour
{
Mat cameraImageMat;
Mat stylizedMat = new Mat();
Mat greyMat = new Mat();
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
MatDisplay.SetCameraFoV(41.5f);
Image cameraImage = CameraDevice.Instance.GetCameraImage(Image.PIXEL_FORMAT.RGBA8888);
if (cameraImage != null)
{
if (cameraImageMat == null)
{
cameraImageMat = new Mat(cameraImage.Height, cameraImage.Width, CvType.CV_8UC4);
}
cameraImageMat.put(0, 0, cameraImage.Pixels);
Imgproc.cvtColor(cameraImageMat, greyMat, Imgproc.COLOR_RGB2GRAY);
Imgproc.adaptiveThreshold(greyMat, stylizedMat, 255, Imgproc.ADAPTIVE_THRESH_MEAN_C, Imgproc.THRESH_BINARY, 11, 5);
MatDisplay.DisplayMat(stylizedMat, MatDisplaySettings.FULL_BACKGROUND);
Shader.SetGlobalVector("_NoiseVector", new Vector2(Random.value, Random.value));
}
}
}

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Shader "AR/GrayCylinder" {
Properties {
_MainTex ("Cylinder Texture", 2D) = "white" {}
}
SubShader{
Tags { "RenderType" = "Opaque" }
Pass {
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
fixed4 _Color;
struct Input {
float4 position : POSITION;
float4 color : COLOR;
float2 coord : TEXCOORD0;
};
struct VertexToFragment {
float4 position : SV_POSITION;
float4 color : COLOR;
float2 coord : TEXCOORD0;
};
VertexToFragment vert(Input IN) {
VertexToFragment OUT;
OUT.position = UnityObjectToClipPos( IN.position);
OUT.color = IN.color;
OUT.coord = IN.coord;
return OUT;
}
sampler2D _MainTex;
float2 _NoiseVector;
fixed4 frag(VertexToFragment IN) : SV_Target {
half4 c = tex2D(_MainTex, IN.coord);
float rand = frac(sin(dot(IN.position, _NoiseVector)) * 43758.5453);
c.rgb = dot(c.rgb, float3(0.3, 0.59, 0.11));
c.rgb -= rand*0.2;
return c;
}
ENDCG
}
}
}

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@ -28,6 +28,7 @@ public class VideoBGScript : MonoBehaviour
cameraImageMat.put(0,0, cameraImage.Pixels);
MatDisplay.DisplayMat(cameraImageMat, MatDisplaySettings.FULL_BACKGROUND);
}

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@ -0,0 +1,42 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using OpenCVForUnity.CoreModule;
using OpenCVForUnity.ImgprocModule;
using Vuforia;
public class VideoBGScript2 : MonoBehaviour
{
Mat cameraImageMat;
Mat cameraImageGrayMat = new Mat();
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
MatDisplay.SetCameraFoV(41.5f);
Image cameraImage = CameraDevice.Instance.GetCameraImage(Image.PIXEL_FORMAT.RGBA8888);
if (cameraImage != null) {
if (cameraImageMat == null) {
cameraImageMat = new Mat(cameraImage.Height, cameraImage.Width, CvType.CV_8UC4);
}
cameraImageMat.put(0,0, cameraImage.Pixels);
Imgproc.cvtColor(cameraImageMat, cameraImageGrayMat, Imgproc.COLOR_BGR2GRAY);
MatDisplay.DisplayMat(cameraImageGrayMat, MatDisplaySettings.FULL_BACKGROUND);
}
Shader.SetGlobalVector("_NoiseVector", new Vector2(Random.value, Random.value));
//Shader.SetGlobalFloat("_NoiseScale", Random.value);
//Shader.SetGlobalFloat("_NoiseOffset", Random.value);
}
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